local assets = {
	Asset("ANIM", "anim/musha_arrowm.zip"),
	Asset("ATLAS", "images/inventoryimages/musha_arrowm.xml"),
	Asset("IMAGE", "images/inventoryimages/musha_arrowm.tex")
}

local function arrow_normal()
	local inst = CreateEntity()
	inst.entity:AddTransform()
	inst.entity:AddAnimState()
	inst.entity:AddSoundEmitter()
	inst.entity:AddNetwork()
	MakeInventoryPhysics(inst)
	MakeInventoryFloatable(inst, nil, nil)
	inst.AnimState:SetBank("blow_dart")
	inst.AnimState:SetBuild("musha_arrowm")
	inst.AnimState:PlayAnimation("idle_pipe")
	inst.Transform:SetScale(1, 1.45, 1)

	inst.entity:SetPristine()

	if not TheWorld.ismastersim then
		return inst
	end
	inst:AddComponent("inspectable")
	inst:AddComponent("stackable")
	inst.components.stackable.maxsize = TUNING.STACK_SIZE_SMALLITEM
	inst:AddComponent("inventoryitem")
	inst.components.inventoryitem.atlasname = "images/inventoryimages/musha_arrowm.xml"
	inst:AddComponent("tradable")

	return inst
end

return Prefab("musha_arrowm", arrow_normal, assets)
